I wanted to make a fairy ring. One problem was that I couldn't get the floor under the toadstools to turn grass green, even after several tweaks. Is there a way to do this? I thought KFEAT / KMONS would be able to do it.Another problem is that I wanted to add a couple special spriggans to the vault. They were supposed to spawn perma feared and as temp summoned creatures. The idea is that your appearance startles them, and they immediately flee and despawn. But I have no clue how to do this. My random stab in the dark was

Code:

MONS: plant, spriggan perm_ench:fear sum:nas

...but that obviously failed.

And that leads in to my main problem. I was reading the wiki development guide and looking through the game's files, but I couldn't find a complete list of items/monsters/dungeon features/etc that can be used in vaults. For example, that fear enchant I tried probably isn't right - that was just me completely guessing at what it's called. (I wanted whatever causes the little exclamation mark on monsters.)

Could anyone point me in the right direction?I'd love to be able to use a specific statue tile, for example. 'G' seems to spawn a random one, so if I want to use four of the same statue in a vault, it's not too helpful.

One last question: Is there a certain type of vault the devs are most in need of at the moment? Or should I just stick to making arrival vaults for now.

Actually, I heard that monsters can't be in LOS at the start of the game. Is this true? And if so, how does it work when an arrival vault has a monster deliberately placed within the player's LOS? Is it forcibly despawned or something?

Regarding different statue tiles, it's not possible. The game picks one randomly.

Regarding what features can be placed, and what enchantments can be used. There's no proper documentation for this stuff, so you have to source dive. I did it for these two examples:1. For features, the text in the third field of structures in the feature-data.h file are what you could use in KFEAT lines (this is documented in the feature_def struct).2. For enchantments, I believe the list used is defined as enchant_names in mon-ench.cc. The order matches the order in enchant-type.h.

For feedback on your arrival vaults, they look good! Some advanced players complain about arrival vaults that don't have a door / chokepoint, since they make it harder to streak if you get unlucky spawns at the start. But I wouldn't worry about it, as so many existing arrival vaults are like this and there's no real desire to change them.

wb_arrival_undead_gaol seems very similar to existing vaults (I know past arrival vaults have been rejected for copying the "monster zoo" gimmick without adding anything new).

It's going to have the problem no matter how little or how much gold you put in it. Put nothing there or put stones or clubs there or something, gold is literally the only item that has this problem. (You should avoid putting anything good enough to encourage startscumming, of course).

This will make all "G"s use the elephant statue tile. Replace "dngn_statue_elephant" with whatever tile you want to use. I don't know the other statue tile names off the top of my head; the elephant one was just easy to find because it's used in the Jungle Book Lair end.

I tried out a couple (naga & angel) and they worked! I'll make good use of this in the future. --------------------

Update: I fixed those issues I was having and submitted the vaults. Thank you to everyone who helped!I might use this thread again when I get around to making another batch (assuming I come across more problems).